#version 300 es
precision mediump float;
uniform sampler2D uTextureUnit;
in vec2 vTexCoord;
out vec4 fragColor;
void main() {
    fragColor = texture(uTextureUnit, vTexCoord);
}
//attribute vec4 aPosition;
//attribute vec2 aTextureCoord;
//uniform mat4 mvpMatrix;
//varying vec2 vTexCoord;
//void main() {
//     gl_Position  = mvpMatrix * aPosition;
//     vTexCoord = aTextureCoord;
//}